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#1 Turn off

#1 Turn off

 Up front I'd like to say I am really starting to love Elemental, of course I've had to ask a buch of basic game play questions on this forum in order to understand what's going. A manuel would of helped, but oh well. Thanks again for all the help figuring Elemental out.

The point of this post is to point out what I feel is the number one thing that will cause me to lose interest quickly and that is the ease in which cities can be build by both the player and the NPC. Cities should be difficult to build, cities should have a reason for being build not just because there is ONE resourse to be had. The NPC should not have 15-30 cities build before I even meet them, in a wasteland that is just wrong, City spaming in wrong and it doesn't seam to fit with the Elemental theme.

Make cities valueable, make it cost me something to build cities, make each city a choice that I have to consider carefully, counting the cost. Please!

266,447 views 131 replies
Reply #126 Top

Quoting Fearzone, reply 124
How about this to limit city spam: the level and size a city can reach is dependent on the size of its hinterlands. 

If you have a bunch of cities crowded together, the highest they can reach is, say, level 2, before the supporting hinterlands are exhausted.  If you space cities apart some they can grow to level 5, the rationale being that it takes the production of a large area of hinterlands to support a large city, which is how it works IRL.

With this, the player should have the option to limit city level.  Even with a bunch of cities spammed togather in a small area, if all of them are optionally kept to level 1, except for one, that one remaining city should still be able to grow to a good, high level.

If you have a level 5 city every few squares, that runs contrary to common sense and may be the sources of the problem here.

Mechanistically it would go something like this: when the city is ready to grow a level, it would require a baseline number of contiguous (diagonals okay) unoccupied tiles surrounding it, within the zone of influence.  It would then "own" those tiles as its hinterlands and other cities could not make use of them.  If it has the requisite number of tiles, it would be allowed to level up.  I'd say level 0 outposts wouldn't require anything, level 1 maybe 2-3 unoccupied tiles, growing exponentially to level 5.

I dont totally agree with you on this. I live in Canada, pop around 34 M. If you go to Japan, Tokyo and their suburb, it's 34M people... I dont know if you know this, but Tokyo and around tokyo is pretty small compare to a country. If you take France, it's around 50M people and France enter 19 time in Canada. Don't forget that IRL, we can build upward too. Take Hongkong for instance, it's not uncommon to see some 60 story building.

Reply #127 Top

Quoting Frogboy, reply 121
The tactical combat is in the process of being redone completely.  When I can grovel marketing approval, I'll start putting up screenshots.

Basically, the "sides" don't take turns anymore. Instead, individuals take turns based on their combat speed and each "turn" they can either move, start an attack, start casting a spell or start performing a special ability.

So there are no longer overall "turns" in tactical combat per se. It's per unit.

 

Please tell me you have delinked combat speed from combat movement! Right now this is so limiting. It should cost a lot of combat speed to cast a spell..but that would mean that casters who specialized in gaing combat speed would be olympic sprinters on the battlefield as well because those stats are linked.

Even if casters were given a stat or..maybe int to reduce casting penalty that would help. Then you could have a way to make casters and melee more separate. Right now it is way too easy to create a uber caster. All you need is like 10 essence and a Elemental shard and poof you are a mage.

Reply #128 Top

Quoting Goldmos, reply 126

I dont totally agree with you on this. I live in Canada, pop around 34 M. If you go to Japan, Tokyo and their suburb, it's 34M people... I dont know if you know this, but Tokyo and around tokyo is pretty small compare to a country. If you take France, it's around 50M people and France enter 19 time in Canada. Don't forget that IRL, we can build upward too. Take Hongkong for instance, it's not uncommon to see some 60 story building.

Good points. Modern transportation over the last century or so has thrown a wrench into geography of the situation, but it doesn't take away from the fact that large cities need products from the countryside to feed its citizens.

Reply #129 Top

Quoting Frogboy, reply 121
The tactical combat is in the process of being redone completely.  When I can grovel marketing approval, I'll start putting up screenshots.

Basically, the "sides" don't take turns anymore. Instead, individuals take turns based on their combat speed and each "turn" they can either move, start an attack, start casting a spell or start performing a special ability.

So there are no longer overall "turns" in tactical combat per se. It's per unit.

Niiice!

Reply #130 Top

Quoting Frogboy, reply 121
The tactical combat is in the process of being redone completely.  When I can grovel marketing approval, I'll start putting up screenshots.

Basically, the "sides" don't take turns anymore. Instead, individuals take turns based on their combat speed and each "turn" they can either move, start an attack, start casting a spell or start performing a special ability.

So there are no longer overall "turns" in tactical combat per se. It's per unit.

This sounds great

Reply #131 Top

Quoting Fearzone, reply 128

Good points. Modern transportation over the last century or so has thrown a wrench into geography of the situation, but it doesn't take away from the fact that large cities need products from the countryside to feed its citizens.

 

Yop, I totally agree with you, so maybe insted of "limitation" on area of influence, it could be possible to upgrade city with "caravan", but it's already done in the city-spam technic. But, anyway in ver 1.1, Brad (frogboy) told that caravan wont give any food but give your economy a boost insted, so if you dont have food near your settlement you'll inder it devellopment... or inder the devellopement of your other settlement. I think that will be a good trade off : lot of smaller city and bigger AOI or few big city with a lot of bonus.